Table of Contents Executive Summary3 1. Historical Events of electronic large-minded arts4 2. Significant Relationships 7 3. SWOT Analysis9 4. Technical Analysis.10 5. investiture Risk Analysis11 6. Strategies for the Future13 7. Conclusion14 8. References15 Executive Summary electronic liberal arts (EA) cave ins, markets, let goes and distributes syner removeic softw be games that be bulgeable by consumers on the following devices: In-home video game consoles, such as the Sony PlayStation 2, Microsoft Xbox and Nintendo GameCube. Personal computers (PCs). Mobile video game players and cellular handsets On soak up Collectively, these are referred to as platforms. electronic liberal arts ability to compose interactional software games for multiple platforms is the intensity level of the association. The products that are designed to play on consoles and mobile platfo rms are published under pass from the manufacturers of these platforms and Electronic Arts pays a fee to the platform manufacturers for engine room and intellectual property, which change them to publish products on their platforms.
Electronic Arts invests in the introduction of software tools to more efficiently develop games for multiple platforms. The company also invests in facilities and equipment that allow them to pass water and cut video and audio recordings that are used in their games. The interactive software games that they develop and publish are modest protrude into 3 major categ ories: (1) EA studio apartment Products, ! (2) co-publishing products and (3) distribution products. To date, Electronic Arts has published games for over 45 different platforms. EA studio apartment Products are published under three major brands. 1.EA Sports They publish realistic sports simulation games. Some of the recent products in this task include Madden NFL 2005, NCAA Football 2005, Rugby 2005, FIFA...If you want to get a full essay, order it on our website: OrderCustomPaper.com
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